![]() Ends up in an Atlanta scenario where enemies can tank you with their superior firing range forcing you to disengage or risk heavy damage. ![]() The limitation of AP rounds also weakens your firepower against angled targets and the slow shell velocity at maximum range requires good gunnery to compensate. Minotaur: 11-3=8 A ship that makes a decisive choice between a smoke generator or radar, the fragility of the ship forces a defensive stance through a smoke generator, but with the prevalence of radar on other competing cruisers at this tier weakens your defensive measures. Issue is getting into optimal engagement range which requires good coordination and timing but when it happens this ship truly shines. Großer Kurfürst : 27+1=28 Its big and clumsy but does it live for a brawl, 12 main guns backed up with an impressive secondary suite of guns, and Hydroacoustic search. Yes, I basically just copied Onboard's choices, but they are things I have been seeing this past week clearly with a few guys in our clan getting Hindy's and going in 2 or 3 man divs of them. The other allows you to ambush any ship mercilessly, or reduce the health of distracted ships handily - but, need to go 1 v 1 with a Zao, Hindy or Des Moine to close out a match? Nope Minotaur can't do that. One ship allows you to play many roles at different times in the battle, allowing you to have an effect from start to finish - The Hindenburg. I am an average player, and I think it reflects on my performance in the two cruisers above. ![]() Minotaur: 17 - 3 = 14: Even if you are a great player, one broadside from a cruiser can end your day - it's a victim waiting to happen. Hindenburg: 29 +1 = 30 : 61% wr in this over 81 matches, most solo - it can do whatever needs to be done in the moment - pure flexibility.
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